tembac Posted July 25, 2017 Share Posted July 25, 2017 I tried multitexture batching using Richard tutorial with hopes that the performance will be improved https://phaser.io/tutorials/advanced-rendering-tutorial/part4 I made the test on my demo using phaser 2.8.2 https://github.com/Tembac/ChimangoGamesDemo (Demo is not updated with multi texture batching yet) Draw calls are a lot less now but I don't see any performance improvement. On some devices that I tested it is is also showing graphical glitches with several of the sprites. Canvas is still the faster render option on all the devices I try phaser on. Why is this? Maybe I'm doing something wrong? I tested on Ipad 3 and Nexus 6p. I made other tests on the past with slower android devices and canvas is always the best option. Link to comment Share on other sites More sharing options...
samme Posted July 25, 2017 Share Posted July 25, 2017 Make sure you're testing with {enableDebug: false} in the game config. Link to comment Share on other sites More sharing options...
tembac Posted July 25, 2017 Author Share Posted July 25, 2017 Yes, I did that. I followed Rich tutorial. Link to comment Share on other sites More sharing options...
tembac Posted July 25, 2017 Author Share Posted July 25, 2017 These are the kind of glitches I'm seeing with texture batching. The symbols below should be bitmap fonts. It has to look like this: Link to comment Share on other sites More sharing options...
samme Posted July 25, 2017 Share Posted July 25, 2017 12 hours ago, tembac said: Draw calls are a lot less now but I don't see any performance improvement. Do you mean you're still getting FPS < 60? 1 hour ago, tembac said: These are the kind of glitches I'm seeing with texture batching. The symbols below should be bitmap fonts. phaser-ce/issues/232 Link to comment Share on other sites More sharing options...
Arcanorum Posted July 25, 2017 Share Posted July 25, 2017 Same. It seems like if WebGL (without MTB) runs poorly on whatever device, then that is likely due to the graphics hardware of that device not being good enough, though this still seems weird as it isn't like we are doing anything crazy like 3D with it. I do get much better performance on desktop using MTB compared to without it, but on desktop what does it even matter, since it can probably handle anything you throw at it anyway. If canvas is more CPU dependent, then I think it would make sense for mobiles to perform better. I just force canvas for everything now, as it much more consistent and reliable. =/ Link to comment Share on other sites More sharing options...
tembac Posted July 25, 2017 Author Share Posted July 25, 2017 Yes, with texture batching and reduced draw calls fps are still under 60. I don' see any improvement. Glitches appear if I define setTexturePriority. I'll upload my testings later. Now I'm trying to use compressed atlas textures but there is not a lot of documentation about this. Link to comment Share on other sites More sharing options...
tembac Posted July 29, 2017 Author Share Posted July 29, 2017 I did a lot of testing and started noticing that older games made with Phaser worked better on the ipad 3 that newer. I tried using Phaser 2.4.6 and now it is working a lot faster! Is there a problem with Phaser Ce that is making it slower? Edit: I did a little more testing and it starts working slower with the first Phaser CE version 2.7.5. It is 30 fps and slower. The same game using Phaser 2.6.2 goes between 50 and 60 fps. Link to comment Share on other sites More sharing options...
Arcanorum Posted July 31, 2017 Share Posted July 31, 2017 This is ongoing. https://github.com/photonstorm/phaser-ce/issues/198 Link to comment Share on other sites More sharing options...
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